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Arcadio

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Everything posted by Arcadio

  1. Domination has got a recharge of 200 and duration of 90, so you'll need about 125% global recharge to keep it up. Using hasten, you'll want 125% average recharge or maybe more to cover edge cases. In my perma-doms that depend on hasten, I'll usually end up with 80-90% recharge without hasten on and that gives me a little breathing room to not need to press hasten as soon as it's up. Domination itself doesn't benefit from alpha recharge bonuses since it can't accept slots, but they do benefit hasten so you'll effectively need a little less global. I personally get to the 80-90% range without too much hassle so I prefer to go for intuition or musculature usually. As for building for it, there's the usual culprits LotG in defensive powers. Also the Ascendency 5pc bonus, and I usually put 4 slots into the aoe hold for basi's gaze. Otherwise 5pc decimation in ranged attacks is good, 5pc posi blast in an aoe etc. and you should be just about there. Dark control is pretty nice for building defenses since you should be getting a lot of -tohit on your targets so you don't really need to be softcapped. Especially when you have a power boost in your secondary. Also more generally for playing any dom: control is your first line of defense, so you shouldn't focus too hard on softcapping anyway IMO.
  2. I loved this film. Seen it three times already including the gorgeous grey cut, personally had no trouble sitting through the whole thing; but I've also had no problem continuing on another day pausing after one of the acts (which is the way I saw the movie the first time). Snyder just knows how to shoot an action movie, period! I think it's pretty disingenuous (to say the least) to think this tells the same story as Joss's when his cut out cyborg's plot entirely (especially considering he's just about the main character). It also ended completely differently, and Joss cut out several characters including one that introduced a particular plot point needed for a future JL movie. Of course there are the same major plot points, but it is clearly very much a different story. And to be clear, Joss reshot most of the movie to fit his vision. It's not 'just 10 minutes of new content.' Even down to the post processing, this movie is just gorgeous. Even the "Justice is Grey" version does something special with the greyscale, it just feels classic. If you're a fan of good cinematography I highly recommend the grey version, even if you don't really care about the Justice League. It's just such a huge improvement over Joss's cut. Joss was trying to make it into a Marvel-adjacent movie with the ugly red/orange filter, corny dialogue, and which some people (me) don't like. I wanted something else and I got it with this movie. (and Man of Steel which people hate for some reason)
  3. I personally really like how mobile MC is since it doesn't drag a pet behind with a mind of its own. It would be really interesting to see MC get some control over confused targets like a MM, but that'd probably be way too strong. You can keep an AV perma-confused after all.
  4. I love my Nin/Storm so much. Between spot healing, keeping hard targets taunted, and casting my storms I feel like I'm in a constant state of panic. But damn it if she doesn't just melt everything down. 80s pylon time if the ninjas don't get aoe'd down too much.
  5. I feel like blasters are already the AoE powerhouse, and they do it well. I'm personally more interested in sentinels being a ranged single target dps, because quiet as its kept blasters' st dps is not at all comparable to these melee ATs'. I think this was also the idea behind the AT in the first place since they have the reduced target caps and an inherent that only affects one target, it's just not as big an effect as it needed to be. People compare sentinel blasts to all the other ranged ATs blasts, but gloss over the fact that defenders and corruptors have the ability to massively increase their damage with their secondaries and do so all the time. And blasters' defiance damage really stacks up in a longer fight too. Sentinel's sometimes damage boost really doesn't compare. I really like the idea of exposing a weakness on one target, but I feel like the -res route is a little limiting. You can't make it too much, because it boosts everyone's damage. I would be more interested in the sentinel being able to score crits on an exposed enemy to increase their personal damage or something like that, but I know many people love the -res.
  6. I very much disagree with the statement about Wormhole. For my grav it's the defining feature. Put a kb->kd in it, and it's you're every-spawn-control AND it groups them up. It's an amazing power.
  7. Did something happen to the crit on hemorrhage and I missed it? From what I remember, using it out of hide on a stalker did ridiculous damage
  8. Tacheyon has it mostly covered. But I would say you want to play like this moreso if you have weak pets. Like my tanker-mind is a ninja/storm, and I feel like this is the only way to keep my pets alive is by holding aggro my self. And for the most part it works. Very well. As far as building one, I highly advise picking the presence pool for at least provoke so you can keep enemies off your pets. When I'm soloing AVs I just keep it on autocast because my ninjas at least will die in a split second if they get aggro. It's also a great benefit (although not necessary) to have an aoe heal available, since you're splitting damage it'll be 6 times effective if you're healing all your pets too. Still I get by fine with just O2 boost so it's not make or break. Overall it's a hugely engaging, rewarding, and different playstyle if you want to try one out.
  9. I don't think archery is really the worst we can come up with. I'd say Ice/FF controller is weaker, there's significant anti-synergy with all the repel/kb against arctic air or ice patch. On the bright side jack frost will be softcapped pretty easily
  10. The Returned alternatively, Immune
  11. Can PB's combat flight get this option?
  12. I'm having a hard time believing RoP losing 1/3 its duration is destroying the power, especially when it was buffed in other ways. With that being said, I definitely agree that these pool T5 powers should be stronger across the board. More so considering that the classes most likely to trivialize the game all have defensive secondaries, meaning they don't get much out of these powers. Where as squishy ATs have only a handful of places to get decent defenses without becoming a billion-dollar build.
  13. Speed phase is thematically very cool, but technically it's kinda weird that you get such little benefit for an "only affecting self" power. If it's going to stay as this sort of out of combat power, it would be nice if it behaved like afterburner or maybe gave some +rech or other defensive benefit while on.
  14. You can see in mids the duration of the fast snipe, it's the cast time minus the interrupt time. As far as I can tell, they're all on second or more. And only a couple are actually one second.
  15. It seems when double jump detoggles, the visuals for superjump are disabled until you toggle it off and on again.
  16. I love this idea. I've been thinking about armor T9s a lot recently and maybe they're not as useless as I first thought. Originally with my ice/regen stalker, where I feel like MoG is a must-have for the survivability. And for my DP/Fire sent, I know I can't build for capped defenses comfortably, so now RotP is another tool. I cycle between barrier, unleash potential... and death, and it actually keeps me going pretty decently. It's also just fun to have dying be a part of my attack chain 😄
  17. Here's a build I was thinking about, Its got pretty high s/l/e defense and permadom without hasten. Maybe having defenses this high is useless since earthquake is a pretty significant to-hit debuff, but I like not needing to be on top of the cast every time. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Dominator Primary Power Set: Earth Control Secondary Power Set: Martial Assault Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Teleportation Ancillary Pool: Mace Mastery Villain Profile: Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(37), BslGaz-Rchg/Hold(40), BslGaz-EndRdx/Rchg/Hold(40) Level 1: Shuriken Throw -- Empty(A) Level 2: Thunder Kick -- SprAscoft-Rchg/+Dmg%(A), Hct-Dam%(3), Hct-Dmg/EndRdx(3), Hct-Acc/Dmg/Rchg(5), Hct-Dmg(5), Hct-Acc/Rchg(7) Level 4: Trick Shot -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(17), Dcm-Acc/Dmg(31), Dcm-Acc/EndRdx/Rchg(34), Dcm-Dmg/EndRdx(37) Level 6: Quicksand -- Slow-I(A) Level 8: Salt Crystals -- CaloftheS-Heal%(A), CaloftheS-Acc/Rchg(9), CaloftheS-Acc/Sleep/Rchg(11), CaloftheS-Acc/EndRdx(11), CaloftheS-EndRdx/Sleep(17) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Stalagmites -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(13), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SprAscoft-EndRdx/Rchg(15), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15) Level 14: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(48) Level 16: Envenomed Blades -- RechRdx-I(A) Level 18: Earthquake -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(19), DarWtcDsp-ToHitdeb/Rchg/EndRdx(19), DarWtcDsp-Rchg/EndRdx(31) Level 20: Dragon's Tail -- FrcFdb-Rechg%(A), Arm-Dam%(21), Arm-Dmg/EndRdx(21), Arm-Acc/Dmg/Rchg(23), Arm-Dmg(29), Arm-Acc/Rchg(31) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(25), RedFrt-Def(25) Level 26: Volcanic Gasses -- BslGaz-Acc/Rchg(A), BslGaz-Rchg/Hold(27), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(29) Level 28: Caltrops -- Artl-Acc/Dam/Rech(A), Artl-Acc/Dam(50), Artl-Dam/End(50), Artl-Dam/Rech(50) Level 30: Stone Prison -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(43), Thn-Acc/Dmg(45), Thn-Dmg/EndRdx(46), Thn-Dmg/Rchg(46), Thn-Acc/Dmg/Rchg(46) Level 32: Animate Stone -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), SvrRgh-PetResDam(34), SlbAll-Build%(34) Level 35: Masterful Throw -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(37) Level 38: Explosive Shuriken -- Apc-Dam%(A), Apc-Dmg/EndRdx(39), Apc-Dmg(39), Apc-Acc/Rchg(39), Apc-Acc/Dmg/Rchg(40) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(42), RedFrt-Def(42), RedFrt-Def/EndRdx(42), RedFrt-Def/EndRdx/Rchg(43), RedFrt-EndRdx/Rchg(43) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(45), RedFrt-Def(45) Level 47: Combat Teleport -- ToHit-I(A) Level 49: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7) Level 50: Intuition Radial Paragon ------------ ------------ Set Bonus Totals: 18% DamageBuff(Smashing) 18% DamageBuff(Lethal) 18% DamageBuff(Fire) 18% DamageBuff(Cold) 18% DamageBuff(Energy) 18% DamageBuff(Negative) 18% DamageBuff(Toxic) 18% DamageBuff(Psionic) 9.75% Defense(Smashing) 9.75% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 17.88% Defense(Energy) 17.88% Defense(Negative) 6% Defense(Psionic) 7.88% Defense(Melee) 15.69% Defense(Ranged) 6% Defense(AoE) 4.5% Max End 4% Enhancement(Held) 128.8% Enhancement(RechargeTime) 4% Enhancement(Stunned) 4% Enhancement(Confused) 4.4% Enhancement(Terrorized) 8% Enhancement(Immobilized) 52% Enhancement(Accuracy) 13% Enhancement(Sleep) 13.5% SpeedFlying 91.56 HP (9%) HitPoints 13.5% JumpHeight 13.5% SpeedJumping MezResist(Confused) 37.5% MezResist(Held) 37.5% MezResist(Immobilized) 37.5% MezResist(Sleep) 37.5% MezResist(Stunned) 37.5% MezResist(Terrorized) 37.5% MezResist(Teleport) 100% (20% chance) 16.5% (0.28 End/sec) Recovery 36% (1.53 HP/sec) Regeneration 24.5% Resistance(Smashing) 24.5% Resistance(Lethal) 35% Resistance(Fire) 35% Resistance(Cold) 23% Resistance(Energy) 23% Resistance(Negative) 20% Resistance(Toxic) 20% Resistance(Psionic) 13.5% SpeedRunning
  18. I haven't played sonic or electric, but from my experience with time and mental I would go with mental for a full blown melee blaster. I say that mostly based on how strong drain psyche can be. On my ice/psi dom I have nearly perma DP and at saturation you have Instant Healing levels of regen, so staying alive in melee really isn't much of a problem. Also the set has some more mitigation in the spammable psychic shockwave that'll stun a couple of enemies each cast while doing good damage. It also has World of Confusion, which realistically isn't that effective, but if you slot contagious confusion proc it can be pretty spicy when it works. Time on the other hand has a nice built in stun protection in it's T9, and it of course has the recharge buff and resistance to help you keep a stronger rotation going. Its also got two strong melee attacks whereas psychic just has mind probe (which is excellent). Its PBAoE does more damage than shockwave, but it doesn't offer any more mitigation which might make things a little harder. Overall I like both the sets, but for a blapper I would personally go with mental just because shockwave is one of my favorite powers period. And WoC is pretty.
  19. When choosing to customize warshade starless step, the animation completely goes missing regardless of colors picked. Same behavior as live currently.
  20. Some of the powers for peacebringers are using the dark pallet. Luminous Blast: Bright Nova Blast Bright Nova Scatter Bright Nova Detonation Solar Flare Luminous Aura: Energy Flight Combat Flight White Dwarf Strike White Dwarf Smite White Dwarf Flare White Dwarf Sublimation White Dwarf Step Quantum Flight Also I just noticed that the WS version of combat teleport when set to the dark theme has no FX at all regardless of color.
  21. No one has ever bothered to address the reason given for the change in the patch notes, that the set is too safe. Instead people just make up what they think the reason is. Unless you want to address the central point you're not making an argument, you're just saying "I don't like it." That's not something to have a conversation about. But somehow a couple of people have managed to go 20-something pages repeating that sentiment over and over. Which is actually kind of aggravating when I want to read how people feel about the other changes, but it's drown out by "TA has no melee attacks."
  22. Arcadio

    I Can Haz Guns?

    I've always wanted a weapons assault set, maybe with a LRM clone snipe. It's only martial and maybe savage that have a natural theme right now. I would also love a devices-like control set, like being green goblin with the hysteria gas.
  23. TA still is still "lacking in incentives to get into melee range," the problem that is being addressed according to that statement is "the sets being a tad too safe."
  24. You get free accuracy in the sustain. There's kb protection, +rech, and +def in a toggle. Basically a second nuke in OSA. And again, everything can be used at range. Is there a reason it needs a range buff as well? Is it underperforming?
  25. I've been thinking about Sonic Resonance a lot recently, it's so across-the-board outclassed. It's a shield/debuff set like cold, but cold is amazing while people forget sonic exists. Now part of that is that defense buffs affect everyone essentially equally while squishy people get less out of resists, and part of it is that the set bonuses for resistance really don't compare to those for resistance. But the biggest part I'm disappointed with is how sonic debuffs resistance by such a middling amount given that's just about all it does. Maybe most of my problem is with the Achille's Heel proc doing a whopping -20% on any power that has -def, but in something like sleet specifically, with just that proc it out does sonic in an aoe. Whereas sonic can debuff half the aoe and then the rest on one target. Maybe if Liquify were something that could be used every spawn like sleet there would be actual competition between the sets, but now it's just pathetic. Also, I need to know in whose imagination does turning into a granite golem make you punch softer? I can accept the movement and recharge debuffs, they make thematic sense. But -damage on top is just too much. I used to love Stone Armor, but then I started making builds 😞
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